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Unique Character UI Designs

Programs used:
Figma, Adobe Photoshop/Illustrator/AE, UE5

task:

  • Create an 80x80 UI element to help players keep track of resources/buffs quickly during match
     

  • To take complex design systems and make them easy to understand no matter how familiar you are with playing each God.

pain points:

  • The classic term for these in Smite 1 is Passive meters, even if the UI is not showing input from the passive ability
     

  • Changing a God's theming to much between 1 and 2 had to be interpreted as a clear improvement

Research Plan

  • How did this God work in 1?
     

  • What has changed in 2?
     

  • What is the most important data to convey? If multiple in what order?
     

  • How can we use the UI to enhance the theme?
     

  • What other way could we ________ ?

Design Exploration:

The goal of the Design for Jing Wei was to update her passive to have 2 different types of ammo. 

Jing Wei Mockups:

Derailed:

As final art was sent to my artist Design got feedback to change the design. Instead of 2 ammo resources they wanted 1 ammo that you could store multiple stacks of.

Jing Wei Final Art:

Amaterasu Final Art:

t_passivemeter_Amaterasue_Base.png
Benevolence.png
Flame.png

NuWa Mockups:

​

NuWa Final Art:

Meter filled, next attack buffed indicator

Kam Seidl 2025

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